Machinations Documentation
  • What is Machinations?
  • ☉Getting Started
    • Explore
    • Interface
    • Framework Basics
    • How-To Videos
  • ▷ Simulations
    • Run Modes
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  • ⦽ Basic Nodes
    • Pools
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  • ⇢ Connections
    • Resource Connections
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      • Label Modifiers
      • Node Modifiers
      • Triggers
      • Activators
    • Labels
  • ⧰ Advanced Nodes
  • Converters & Traders
  • Gates
    • Sorting Gates
    • Trigger Gates
    • Mixed Gates
  • Registers
    • Math.js Functions
  • Delays & Queues
  • End Conditions
  • Artificial Player
  • ✑ Nodes Properties
    • Activation Modes
    • Pulling & Pushing Resources
    • Filter (Colour Coding)
  • ⚯ Collaboration
    • Live Collaborative Editing
    • Public Diagrams
    • Google Sheets
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  • ♔ Accounts
    • User Profile
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  • ☆ Tips
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    • Best Practices
  • ⚙️Unity Plugin (UP) & API
    • Game Engine Plugin
    • Quick Start
    • Main Concepts
    • Real-Time Sync
    • Unity Integration Guide
    • Known Issues
    • Key Features
      • Game-Aware Analytics
      • Local Cache
      • Game State Awareness
      • Data Formats & Handoff
  • ≏ Evolution
    • Changelog
    • Framework Diff Log
  • 〄 Localisations
  • 🇷🇺 RU by Lev "evlko" Kobelev
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  • Gates are Nodes that either sort Resources without collecting them, or trigger other Nodes' actions.
  • Properties

Gates

redistribute Resources or trigger Nodes

PreviousConverters & TradersNextSorting Gates

Last updated 4 years ago

Gates are Nodes that either sort Resources without collecting them, or trigger other Nodes' actions.

A Gate's activation and resulting action happen within the same Time Step.

Properties

Gates support Resource Connections, State Connections or BOTH types of Connections as inputs AND as outputs.

Gates support all 4 .

Gates also support 2 Actions: pull any and pull all

There are 2 types of Gates, depending on their distribution settings. Select them in the drop-down in Properties:

🎯
🔀
🏁
Activation Modes
💡